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Help finding a model and texture.


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10 réponses à ce sujet

#1
Snugglehoof

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Hey guys. For some reason I am having a hard time finding the model and texture of the "new:Banner, Huge Wall 1" (pwc_bann_006) and the "new: Banner, Medium Wall 1" (pwc_bann_009) in the NWN Explorer. I know both of them came in with the 1.69 patch, but they do not seem to be under the HotU Main Data nor HotU Patch Data.

If someone could help me out how to get the mdl and texture file I would appreciate it.

- Snugglehoof

#2
The Amethyst Dragon

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I use NWN Explorer Reborn, and such files would be under "NWN:1.69 Patch Data".

#3
Master Jax

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Ditto. If they are 1.69 content, they are not in the HOTU Patch Data section. Only NWN Explorer Reborn has access to it as 1.69 Patch Data. The earlier version doesn't have such an option, so make sure you have the one linked.

#4
NWN_baba yaga

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All placeables with the new_tag are from 1.69 so Explorer reborn is what you need!

#5
Snugglehoof

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Thank you! It worked perfectly and I was able to rexture the first thing that I wanted to. But now I have two more set of questions.

While I can retexture the placeables that are in the .mdl format easily, how do I do that with the .pwk formated ones? Is there a way to convert them to .mdl with a tga/dds or is it a whole different process? If so, is there a tutorial around?

The next questions concern the problem I bumped into while retexturing a shield. I edited the mdl and the tga, but how do I get it to show up in the toolset? Is there a 2da file I forgott in which I need to reference it like with the plcs?

- Snugglehoof

Modifié par Snugglehoof, 09 juillet 2013 - 12:57 .


#6
NWN_baba yaga

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the pwk file is the "walkmesh" file or more... where you cant walk. Just retexture the model and thats it. If you just retexture a file than create a dds file via the ddstools from bioware and place it in your override. That should work;)

#7
The Amethyst Dragon

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For placeable models with a .pwk, when you extract the original .mdl file, find the .pwk of the same filename. When you rename your .mdl file, rename the .pwk file to match.

The .pwk file tells the game what space the placeable takes up that doesn't allow creatures to walk through.

For retexturing a shield, if you are giving it a new number you'll need to add a new inventory icon with the matching number. NWN Explorer Reborn helpfully sorts inventory icons into their own categories under the sources, so you can find the ones for the original items (the one's your copying/retexturing) easily.

For items, no icon means you can't see the model in the toolset.

#8
Snugglehoof

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I have yet to try my hand at edding the plc in the .pwk format, but the shield works now! Thanks for the help once more.

Modifié par Snugglehoof, 23 juillet 2013 - 06:06 .


#9
Snugglehoof

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Hey guys, I got a new question. I was trying to extract some critters from a hak collection (CEP), but a few of them are no longer animated after the extraction. They simply remain frozen solid in the toolset and in game. Other creatures I extracted from the same hak collection work fine. I got the mdl and all the dds texture files so I am at a bit of a loss at what could be causing this.

- Snugglehoof

#10
Killmonger

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Open the mdl file in notepad (after decompiling) and consider the first few lines.
You will infer that some models have animations attached but others inherit their animations from another mdl file (supermodels). Look closely at the a_ba model architecture.
These details (and much more) are mapped out within the Custom Content Guide v3 by Eligio Sacateca

Btw Study the overall architecture of the mdl file. There in you will find the basic representations of the positioning of heads and more, where bitmaps are applied and inheritable animations. More complex files have many parts enabled within the single model file. As you progress, do try to keep track of the details...(develop and stick to the "naming convention" which is in the CCGv3)

Good luck
& happy modding

#11
Snugglehoof

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They work perfectly now. Thank you!